precision highp float;

uniform float time;
uniform sampler2D tex;

varying vec3 vPosition;
varying vec2 vUv;
varying vec3 vColor;

// #pragma glslify: random = require(@ykob/glsl-util/src/random);
float random(vec2 c) {
    return fract(sin(dot(c.xy, vec2(12.9898, 78.233))) * 43758.5453);
}

void main() {
    float noise = random(vUv) * 0.08;

    gl_FragColor = vec4(vColor + noise, 1.0);
}
